The problem was that blobby got the velocity of the velocity_jump_boost added to him whilst jumping on a moving platform without moving
38 lines
1022 B
GDScript
38 lines
1022 B
GDScript
extends KinematicBody2D
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class_name Player
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const PhysicsConst = preload("res://src/Utilities/Physic/PhysicsConst.gd")
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const FLOOR_NORMAL := Vector2.UP
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var stomp_feedback := 1000.0
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var inair_velocity := 21
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var wallslide_threshold := 300
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# TODO Map to floor types and move to physics constants
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var normal_floor_friction := 0.5
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var max_velocity := {
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"walk": 120, "run": 160, "fall": 400, "walljump": 150, "idle": 120
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}
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var velocity_jump_boost_ratio := 12
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# This is added to the acceleration force initially
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var init_acceleration_force := {
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"idle_walk": 4181, "idle_run": 5765, "walk_run": 1000
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}
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# Oriented around deltas of 0.0166666...s
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# newtonmeters is the unit
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var acceleration_force := {
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"walk": Vector2(2000, 68000),
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"idle": Vector2(2000, 68000),
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"run": Vector2(2000, 68000),
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"walljump": Vector2(30000, 58000),
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"air_strafe": Vector2(20000, 0)
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}
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# Gravity as m/s^2
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var _gravity: float = PhysicsConst.gravity
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# Mass of Blobby
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# Kilograms
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var mass := 6.5
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var velocity := Vector2.ZERO
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var air_strafe_charges := 1
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